Search found 53 matches

Thursday, 20th March 2014, 15:36

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 20983

Re: Purge the devil: Remove item destruction

If item destruction is good, why is there a fairly common item that reduces it to ten percent? And why do I find the game more enjoyable once I find this item? I can't see how making that ten a zero for all games all the time would break anything. I have stopped playing for months when the next phas...

Wednesday, 19th March 2014, 07:39

Forum: Dungeon Crawling Advice

Topic: Monsters you are not allowed to ranged

Replies: 24

Views: 2046

Re: Monsters you are not allowed to melee

Ranged weapons can be used with no skill, though.

Tuesday, 18th March 2014, 23:25

Forum: Game Design Discussion

Topic: Nemelex Reform, part 2

Replies: 9

Views: 1640

Re: Nemelex Reform, part 2

Maybe backfire destruction would be more tolerable if it caused you to fire in opposite or random direction. This way you could tactically set it up so that you don't nuke yourself when you get unlucky.

Tuesday, 11th March 2014, 14:39

Forum: Game Design Discussion

Topic: Does vaults 5 really have to be so evil?

Replies: 30

Views: 3164

Re: Does vaults 5 really have to be so evil?

I used to always stair-dance it (successfully). It's a lot more fun now that you can't. More of the game could use the same medicine.

Sunday, 9th March 2014, 13:04

Forum: Game Design Discussion

Topic: Sif Muna revamp

Replies: 150

Views: 29693

Re: Sif Muna revamp

Sif is an interesting god for new and unspoiled players, because they get to try out a lot of spells. Amnesia, abundant gifts and miscast protection should stay for this reason.

FR: Sif removes anti-training.

Saturday, 8th March 2014, 20:21

Forum: Game Design Discussion

Topic: Wrath reform

Replies: 40

Views: 9984

Re: Wrath reform

There would be some logic for gifting gods like Trog or Oka wraths being tougher than the others, since you carry some of the benefits even after abandoning them.

Friday, 7th March 2014, 15:59

Forum: Game Design Discussion

Topic: Proposal: Make monster mer* more gender-equitable

Replies: 118

Views: 19797

Re: Proposal: Make monster mer* more gender-equitable

"The Scandinavian näcken, näkki, nøkk, nøkken, strömkarl,[5] Grim or Fosse-Grim were male water spirits who played enchanted songs on the violin, luring women and children to drown in lakes or streams."

http://en.wikipedia.org/wiki/Neck_(water_spirit)

Thursday, 28th November 2013, 18:08

Forum: Game Design Discussion

Topic: Dragon form should not have trample

Replies: 10

Views: 2448

Re: Dragon form should not have trample

CTRL+direction for no-trample attack?

Tuesday, 26th November 2013, 19:02

Forum: Game Design Discussion

Topic: Let fighters start with a buckler

Replies: 59

Views: 10560

Re: Let fighters start with a buckler

Higher starting shield skill would buff both defense and offense (IDK what the number is now and what it means).

Sunday, 24th November 2013, 10:15

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 59788

Re: Formicids (Was: Dwants)

I used shafting to escape from Wiglaf (he has haste). I think it might be most useful in situations like that; you see an enemy you know you can't take on, but can't run away. If you do it before getting beaten up, your chances of surviving the destination are good.

Friday, 22nd November 2013, 07:49

Forum: Game Design Discussion

Topic: Let fighters start with a buckler

Replies: 59

Views: 10560

Re: Let fighters start with a buckler

That is very silly @Kalma, every race and background combo can (and probably should) branch into magic. I personally think one should abandon trog when they get a good weapon and berserk stops being so useful, I guess you could debate that. Yes, to some degree, eventually. But it should be more pra...

Thursday, 21st November 2013, 15:58

Forum: Game Design Discussion

Topic: Let fighters start with a buckler

Replies: 59

Views: 10560

Re: Let fighters start with a buckler

2) I don't think it should be practical for fighter background to branch into magic.

Wednesday, 20th November 2013, 07:33

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 19616

Re: Poison effect

Many snake venoms immobilize the prey so paralysis/slow/slowM would fit flavor.

Wasps, bees and ants mark the target with pheromones.

Monday, 18th November 2013, 08:32

Forum: Game Design Discussion

Topic: "of stabbing" vorpal brand is a bit confusing for a newbie

Replies: 35

Views: 6930

Re: "of stabbing" vorpal brand is a bit confusing for a newb

Solve this by removing vorpal on melee weapons. It's boring and weak anyway.

Saturday, 16th November 2013, 10:07

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 19616

Re: Poison effect

Does poison status damage need to be able to kill outright? Maybe it could be proportional to fraction of max health - sort of a slow torment mechanic. Then you could make the damage (at high health) bigger so it becomes more relevant in battle.

Wednesday, 13th November 2013, 02:56

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 40616

Re: Rune lock

Maybe orc:4 could have a source of fllight or rPois guaranteed.

Sunday, 10th November 2013, 06:42

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 59788

Re: Formicids (Was: Dwants)

I wonder if shafting would be good for reaching slime:6 altar. Might be tricky to get around TRJ with stasis though. Stasis is really cool as intrinsic. It forces different escape methods instead of the common blink/teleport/haste. And it's refreshing to play a game without "having to" lea...

Wednesday, 6th November 2013, 15:57

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 40616

Re: Rune lock

Reports from games without flight and rPois would be more relevant. I think that's the only situation where getting a rune might be too hard or too tedious.

Tuesday, 5th November 2013, 02:05

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 40616

Re: Rune lock

"A golden dragon (shapeshifter) (D:11)"

But it's not so bad in dungeon as you can usually just go the other way. Sigmund is OoD often but not hard to avoid.

Sunday, 3rd November 2013, 15:43

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 40616

Re: Rune lock

I think (hope) that after rune lock has been in place in trunk for couple of versions, it can be removed since the post-rune-lock game has been tweaked to be interesting (more difficult) for post-rune-lock characters.

Sunday, 3rd November 2013, 15:29

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 40616

Re: Rune lock

Rune Lock wrote:http://i.imgur.com/G2OJXVZ.png


This is where you quaff speed and kill it with your unresistable conjuration spell.

Friday, 1st November 2013, 18:25

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 40616

Re: Rune lock

Showing armour egos without having to try them on would make finding rPois less tedious. My hunch is that there's a pretty decent change of a game having one pre-rune-lock, but we don't usually notice since we don't try on everything.

Friday, 1st November 2013, 14:25

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 40616

Re: Rune lock

Abyss, Hell and Pan gates could be available before rune lock for "skilled players" who want a challenge. Pan gate would fit in Elf:3 since they have demonologists.

Thursday, 31st October 2013, 13:16

Forum: Game Design Discussion

Topic: Proposal: Replace Teleport Other in Greater Naga spellset

Replies: 17

Views: 2573

Re: Proposal: Replace Teleport Other in Greater Naga spellse

Random teleporting on a branch end level is terrifying!

Friday, 25th October 2013, 15:27

Forum: Game Design Discussion

Topic: Notification about Zig in Pan

Replies: 9

Views: 1528

Re: Notification about Zig in Pan

I'm just saying it would be relevant to "normal" games too. People do go to Pan even before it's a breeze. I think most would enter the guaranteed Zig on the same visit they get the runes on.

Friday, 25th October 2013, 13:57

Forum: Game Design Discussion

Topic: Poll: fixing mid-game redundancy through rune-locking

Replies: 51

Views: 13784

Re: Poll: fixing mid-game redundancy through rune-locking

Volteccer_Jack wrote:...just a meaningless restriction on the skilled players who want to dive.


Skilled players are diving the dungeon. Why are they diving the dungeon?

Friday, 25th October 2013, 13:37

Forum: Game Design Discussion

Topic: Notification about Zig in Pan

Replies: 9

Views: 1528

Re: Notification about Zig in Pan

Is there any reason not to guarantee a ziggurat on every floor of Pan, just to avoid making people grind for them? If they're planning to tackle a zig, they can breeze through any given level of Pan. Much lesser character can visit a Zig for some nice loot, they are not only for late-late game grin...

Thursday, 24th October 2013, 13:19

Forum: Game Design Discussion

Topic: Proposal: Making rune collection more epic

Replies: 47

Views: 9399

Re: Proposal: Making rune collection more epic

@minstrel Crawl has too many optional branches as it is. I don't see how adding branches would solve anything. Clearing one branch makes all the others a notch easier, because you get exp and loot. After the early game, every branch is a notch (or several) too easy. It's not possible to have an inte...

Wednesday, 23rd October 2013, 21:29

Forum: Game Design Discussion

Topic: Nix Yred ghoul gifts

Replies: 14

Views: 1730

Re: Nix Yred ghoul gifts

At least it makes them heal up. Slow regen is what irritates me the most with Yred allies.

Wednesday, 23rd October 2013, 09:56

Forum: Game Design Discussion

Topic: Proposal: Making rune collection more epic

Replies: 47

Views: 9399

Re: Proposal: Making rune collection more epic

Wahaha wrote:Go to Elf and get banished. Rune lock is a bad idea. If someone wants to get the Pan runes first they should be able to.


There could be Pan and Hell gates available before the lock.

Monday, 21st October 2013, 20:20

Forum: Game Design Discussion

Topic: Homogeneous Races

Replies: 25

Views: 3093

Re: Homogeneous Races

Ehh, I think if you look past some quirks and superficial differences he has a point. If your goal is to make varied races, some of them in practice are pretty similar. Sure, if you look past HP aptitude, exp aptitude, skill aptitudes and innate mutations then Mi=Gr. Still, no any actual explanatio...

Thursday, 17th October 2013, 18:38

Forum: Game Design Discussion

Topic: Improving Pan and the Hells

Replies: 63

Views: 13179

Re: Improving Pan and the Hells

Torment can be completely avoided with a spell, though.

The suggestion for popcorn removal was for the hell effect that spawns weak monsters, not monster generation in general.

Wednesday, 16th October 2013, 11:00

Forum: Game Design Discussion

Topic: Proposal: Blindness prevents gaze attacks

Replies: 4

Views: 1323

Re: Proposal: Blindness prevents gaze attacks

Yeah makes sense for those guys since invisibility works too. I suppose dazzling spray should blind even monsters with see invisible (except maybe jellies since they don't have eyes).

Wednesday, 16th October 2013, 09:02

Forum: Game Design Discussion

Topic: Proposal: Blindness prevents gaze attacks

Replies: 4

Views: 1323

Re: Proposal: Blindness prevents gaze attacks

At least basilisk gaze works by you looking at it (although strangely it doesn't work if there are monsters blocking LoF) so blinding it shouldn't help.

I can't remember which other attacks are described as "gaze" in-game.

Thursday, 26th September 2013, 05:00

Forum: Game Design Discussion

Topic: 3 stage labyrinth.

Replies: 35

Views: 5321

Re: 3 stage labyrinth.

Following the left-hand or right-hand wall doesn't require paper, just keeping track of what direction you're going, which IIRC is one of the main reasons map changing exists in the first place. Wall-following doesn't work if the goal is detached at the center. Why not? It won't lead you right to t...

Thursday, 26th September 2013, 03:28

Forum: Game Design Discussion

Topic: 3 stage labyrinth.

Replies: 35

Views: 5321

Re: 3 stage labyrinth.

nicolae wrote:Following the left-hand or right-hand wall doesn't require paper, just keeping track of what direction you're going, which IIRC is one of the main reasons map changing exists in the first place.


Wall-following doesn't work if the goal is detached at the center.

Thursday, 26th September 2013, 03:24

Forum: Game Design Discussion

Topic: 3 stage labyrinth.

Replies: 35

Views: 5321

Re: 3 stage labyrinth.



It's still a puzzle, although a trivial one.

Monday, 23rd September 2013, 18:57

Forum: Game Design Discussion

Topic: coliseum portal

Replies: 9

Views: 2017

Re: coliseum portal

i was also under the impression that Ziggurat were definitely not for medium level players. I have won once (Gargoyle EE with 4 runes), got to Zot 2 times in total and found runes in 10-15 games, but I never even considered the option of trying to fight my way through a Ziggurat. Am I wrong? On the...

Sunday, 22nd September 2013, 21:29

Forum: Game Design Discussion

Topic: 3 stage labyrinth.

Replies: 35

Views: 5321

Re: 3 stage labyrinth.

I think the labyrinth part of the labyrinth part gets boring fast. If anything it should be smaller.

The risk of starving isn't high enough as you can prepare by simply carrying a few rations. Maybe the player should lose all food items on entering and find them in the loot at the end.

Friday, 20th September 2013, 02:15

Forum: Dungeon Crawling Advice

Topic: Trolls

Replies: 44

Views: 6607

Re: Buffing Trolls

For me mid and late game troll got easier after I saw someone good use a shield. I had just assumed that a shield would ruin UC.

Wednesday, 18th September 2013, 22:19

Forum: Game Design Discussion

Topic: turning rods into snakes

Replies: 71

Views: 9593

Re: turning rods into snakes

How about auto-inscription of !D on stick-items when you first swing/fire/evoke them (and have sticks to snakes memorized)?

Tuesday, 17th September 2013, 21:55

Forum: Game Design Discussion

Topic: New Unique: Milton, Devotee of Ashenzari

Replies: 18

Views: 2239

Re: New Unique: Milton, Devotee of Ashenzari

Mark can be kinda op when it pulls monsters from special vaults, including panlords.

Sunday, 15th September 2013, 14:11

Forum: Game Design Discussion

Topic: Spell proposal: Blink Strike

Replies: 14

Views: 1930

Re: Spell proposal: Blink Strike

Takes away a lot of the challenge of tactical maneuvering when playing a melee character.

Serves same purpose as Chei's temporal distortion ability.

Too strong to be a low level spell and at high level controlled blink does the job.

Sunday, 15th September 2013, 00:53

Forum: Game Design Discussion

Topic: turning rods into snakes

Replies: 71

Views: 9593

Re: turning rods into snakes

Default !D would work, but I think it would be more elegant game design to simply prevent the destruction. Practically nothing is lost by not being able to use rods to snake. If it is considered good design, then sandblast should work with stone of tremors, stone of earth elementals and crystal ball...

Friday, 13th September 2013, 22:09

Forum: Game Design Discussion

Topic: turning rods into snakes

Replies: 71

Views: 9593

Re: turning rods into snakes

The spell working on rods is pointless and only ever happens by mistake. Unfun.

Either get rid of it (let rods be metallic and therefore not sticks to snake-able) or have it give a really strong S, so that it might be a useful resource.

Tuesday, 5th March 2013, 06:48

Forum: Game Design Discussion

Topic: Demigod update

Replies: 28

Views: 4608

Re: Demigod update

I (have learned to) like demigod gameplay. They don't really need changing.

Their flaw is just with the flavour. Why would a human-god hydrib have no interaction with gods? Current demigod should be renamed to a human sub-species that cannot worship gods for some reason.

Saturday, 2nd February 2013, 12:22

Forum: Game Design Discussion

Topic: vampires shouldn't have to mash 5

Replies: 13

Views: 1835

Re: vampires shouldn't have to mash 5

Make sublimation of blood drain nutrition on vampires instead of HP.

Wednesday, 16th January 2013, 22:14

Forum: Game Design Discussion

Topic: Higher total score with 14 runes instead of 15?

Replies: 18

Views: 2133

Re: Higher total score with a 14-runer?

It's only an issue for pretty low turn counts. For "normal" length games getting max runes scores higher.
Plot

Wednesday, 21st November 2012, 21:21

Forum: Game Design Discussion

Topic: Heavy Armour Caster Species? (Brainstorm)

Replies: 17

Views: 2296

Re: Heavy Armour Caster Species? (Brainstorm)

BlackSheep wrote:I'm guessing most people who need advice about Statue Form would like to know that every action they take is slowed by 50% in addition to the extra AC, damage and resistances it offers.


Every action takes 50% longer which means slowed by 33%.
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